For those who dislike full healing overnight, might I suggest separating "camping" and "not camping".
In order to heal back to full from a long rest, you have to be in a relatively safe, comfortable area, such as a town or city. If you're forced to camp in the wilds, or hole up in a dungeon room, then you can rest for 8 hours as normal, but you only recover to a total of half your maximum hit points. For example, let's say that you normally have 60 HP at max. If you're at 20 HP and you take a long rest in the dungeon, you now have 30 HP. If you're at 40 HP and you take a long rest in the dungeon, then you wake up still at 40 HP. The kind of uncomfortable, dangerous "rest" that you get in the wilds can only do so much.
You would still recover all of your Hit Dice. So, if you want, you can use a healer's kit to spend some HD upon waking and heal up to full, at the cost of being less able to recover later in the day.
Note that this works well with the idea of Wounds reducing maximum Hit Dice. Each time you're reduced below 0 HP, you suffer a Wound. Each Wound you suffer reduces your maximum Hit Dice by one. Wounds can only be recovered by a full, in-town rest, at the rate of one per long rest.
This way, you can model long-term wounds and exertion without impacting short-term play. Adventuring parties can last a lot longer in the wilderness, but will still eventually have to return to town to rest and recuperate... or spend all of their time at half HP and with no natural healing available. Higher level (and thus higher HD) adventurers can push themselves farther, but they also have to spend longer recovering if they do... which is, I think, realistic.
It models long-term adventuring fatigue rather well, I think.